<html><head><title>ScreenOutput</title></head>
<body bgcolor="#FFFFDF" link="#009999" vlink="#006666" alink="#006666">
<font face="Arial" size="2"><p align="center"><b><font size="4">ScreenOutput()</font></b></p>
<p><b>Syntax</b></p><blockquote>
OutputID = <font color="#006666"><b>ScreenOutput</b></font>()</blockquote>

</blockquote>
<b>Description</b><br><blockquote>

Returns the OutputID of the currently used screen to perform 2D rendering operations on it. It will use 
the PureBasic <a href="../2ddrawing/index.html">2DDrawing library</a> and can only be used within a <a href="../2ddrawing/startdrawing.html">StartDrawing()</a> / 
<a href="../2ddrawing/stopdrawing.html">StopDrawing()</a> block. The memory allocated in ScreenOutput() is released on StopDrawing(). 

</blockquote><p><b>Parameters</b></p><blockquote>
None.


</blockquote><p><b>Return value</b></p><blockquote>

The OutputID of the currently used screen to perform 2D rendering operations on it. 

</blockquote><p><b>Remarks</b></p><blockquote>

On Linux and OS X, ScreenOutput() copies the whole screen buffer back to main memory to do 2D drawing operations 
(OpenGL doesn't allow direct buffer access). Therefore drawing on a screen is very slow and should be avoided. 

</blockquote><p><b>Example</b></p><blockquote>

<pre><font face="Courier New, Courier, mono"size="2"><font color="#006666">  StartDrawing</font>(<font color="#006666">ScreenOutput</font>())
    <font color="#006666">; do some drawing stuff here...</font>
<font color="#006666">  StopDrawing</font>()
</font></pre>

</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=screenmodewidth.html>ScreenModeWidth()</a> - <a href=index.html>Screen Index</a> - <a href=screenwidth.html>ScreenWidth()</a> ->

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